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== '''Executables''' == '''Executables''' are temporary power-ups that drop during runs and can be equipped in executable slots. They boost specific systems like Bits, Coins, Damage, Health, etc., for a limited duration. === What they do === Each executable has: * '''Type''' (what it affects) * '''Rarity''' (Common β Mythic) * '''Duration''' * '''Effect value''' * Optional '''Modifier''' (can buff or nerf duration/effect) === Executable types === * Bits * Coins * Experience * Damage * Health * Module Speed * Enemy Speed * Game Speed === How to get executables === Executables are obtained from '''Boss kills''' (run-time drop system): * Boss drop first checks your Boss Drop mechanic chance * On success: ** 95% chance: executable drop ** 5% chance: +5 Gems instead The dropped executable type is random, rarity is rolled by rarity weights, and it may roll a modifier. === Rarity and base values === Rarity tiers: * Common * Uncommon * Rare * Epic * Legendary * Mythic Most executable types use: * '''Effect''': 1.1x, 1.2x, 1.3x, 1.4x, 1.5x, 1.75x * '''Duration''': ** Economy types (Bits/Coins/Experience): 2m, 5m, 10m, 15m, 20m, 30m ** Combat/speed types (Damage/Health/Module/Enemy): 2m, 4m, 6m, 8m, 10m, 15m '''Game Speed executable is special:''' * Effect values are 0.05, 0.10, 0.15, 0.20, 0.30, 0.40 * This value is added to max game speed (not a normal x-multiplier) === Slot system === * Base executable slots: '''2''' * Extra slots from '''Executable Slots Download''': up to +3 * Max total executable slots: '''5''' Executable Slots Download: * Level 1: 12h, 10,000 Coins * Level 2: 3d, 10,000,000 Coins * Level 3: 5d, 1,000,000,000 Coins You can only equip if: * It is not depleted * You have a free executable slot === Duration / depletion === * Active executables lose duration in real time while playing * When time reaches 0, they are depleted and no longer active * Depleted executables are cleaned from inventory by executable list refresh logic === Stacking behavior (important) === Executables of the same type stack by '''sum of effect values''' (not multiplicative chaining). Example: * Two active Damage executables (1.2 and 1.3) give 2.5 total boost value used by that system. Game Speed type also sums values, then adds that amount to max speed cap logic. === Modifiers === Executables can roll modifiers that alter: * Duration multiplier * Effect multiplier Roll chances: * ~25% positive modifier * ~7.5% negative modifier * otherwise no modifier === Merging === You can merge executables in the merge popup: * '''4 of same type + same rarity''' β '''1 of next rarity''' * Can merge per type or across all types (type-by-type internally) * Cannot merge Mythic upward * New merged executable rerolls modifier
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